Abstract

Conflicts between play and what Karl Marx called abstract labour, which produces exchange value, have arisen in commercial uses of crowd-sourcing in the gaming industry with regard to specific fan cultures (Coleman & Dyer-Witheford, 2007; Grimes, 2006). There also exists a traditional split in the peer production communities between the free and open source software movement (FOSS), with its playful hacker ethic (Himanen, 2001), regarding enclosures of derivative software code for commercial purposes. Interestingly, it seems that voluntary actions organized through digital networks as new forms of cooperation provoke new forms of conflicts compared to old wage struggles of the labour market. Conflicts now arise around free access and control over content as well as the means of production. At the same time, buzzwords like “Web 2.0”, “win-win solutions”, and “synergies” are propagated by the representatives of the Californian Ideology clustered around Wired magazine. Authors like Kevin Kelly stressed Moore’s and Metcalfe’s laws and the speed of innovation whereby computers enable faster communication. Kelly spoke of the “law of plentitude” and stressed the effects of networks. In this age of digital abundance, it seemed to be enough in the new economy for everybody, without there being any conflicts (Barbrook & Cameron, 1995; Barbrook & Cameron, 1996; Kelly, 1998).

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